Blah, This is a UU team that I've been using a lot recently. Works pretty decently, although it lost to Mew's UU team which is completely unacceptable. :c But yeah, I've got a nice Umbreon + Cofagrigus core that Spoink gave me the idea about. Initially had weezing in that spot, but cofagrigus works nicely there, Also have a nice Volt-turn core for momentum. This team doesn't use any hazards or spinner and if the opponent gets some of his hazards up, I'm pretty much screwed. And lastly I have a specs togekiss I stole this set from Omyfuga he's a boss at UU so I figured it must be good. Y'know? Any who, give me your much appreciated suggestions in a comment or answer. Thanks! :7
@ Leftovers
Trait: Mummy
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Hidden Power [Fighting]
- Shadow Ball
- Rest
- Will-O-Wisp
Defensive wall. I've used the calm mind variant before and I liked it, just haven't tried it on this team yet. Rest heals people who try to toxic me, and then I can just go into umbreon and heal bell away.
@ Leftovers
Trait: Synchronize
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Heal Bell
- Wish
- Toxic
- Psychic
My special wall, pretty standard. Wish passes, stalls, and heal bells. My main problem is that last moves lot, I know people run payback, and foul play, but I don't really see any point in them.. I just use psychic to hit those fighting types. Although it doesn't hit hard sometimes it scares the more frail ones out.
@ Life Orb
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Rash Nature (+SAtk, -SDef)
- Extrasensory
- Volt Switch
- Aura Sphere
- Hidden Power [Ice]
Part of my volturn core. He can pretty much out speed anything without a scarf, aside from weavile, ambipom, ect. Life orb because I want to hit hard. I've heard the calm mind raikou is very good, but i've just haven't had the time to try it out, + this set has been working rather well for me. Although I find it works better with hazard support so you can get a mini raikou sweep. :3
@ Choice Scarf
Trait: Sheer Force
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- U-Turn
- Flare Blitz
- Rock Slide
- Superpower
My u-turn scouter, I actually use rock slide over earthquake because zapdos tends to be a bit tricky for this team. But yeah, this guy doesn't need much explaining...
@ Choice Specs
Trait: Serene Grace
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Tri Attack
- Grass Knot
- Flamethrower
- Air Slash
Specs togekiss, so uncommon, but wrecks big time. Grass knot is for those common leads like swampert and claydol, ect, Tri Attack is STAB, but idk when I tried to use this on smogon it told me he can't get Tri Attack? But he does? Doesn't he? Some other variants are Fire Blast > Flamethrower, but I'm the guy who always misses so I find flamethrower better in most cases because it's going to be hitting hard regardless with specs. I also could use trick, to cripple those special walls like umbreon, ect. ect.
@ Leftovers
Trait: Water Absorb
EVs: 252 HP / 64 Atk / 192 Def
Impish Nature (+Def, -SAtk)
- Recover
- Waterfall
- Earthquake
- Curse
Lastly we got Quagsire. He's my only water / electric immunity. I've gone back and forth about 50 time whether or not to put unaware or water absorb on it. I choose water absorb because it is my only resistance and most people don't expect it. The only thing that I don't like really is that Zapdos w/ HP [Grass] demolishes it, and i have nothing I can hit it with.